roman_architect
Chieftain
- Joined
- Jul 5, 2011
- Messages
- 13
Ya in mid industrial era with 23 cities i had 273 happiness, but i will say in the beginning, it is a very serious challenge.. maybe move some earlier and eliminate some +1 in every city type.
I think there is a way to both make all of the resources useful, diverse, and interesting. What we could do is have each resource be "processed" by a corresponding building, and then trade the product. So, clay might be a resource, a pottery barn might be the building (heh), and pottery would be the new resource. Each product might produce +1 happiness or something minor, but that would create both demand for raw resources (a reason to have them) and a demand for the products, another thing to trade. It might be that each resource on the map produces 1 raw material, and either 2 or 3 product. One that your civ consumes, and 1 or 2 for trading. Might even be able to scale the quality with national wonders. Similar to the monopoly concept that we have now, but it would create two tiers of product, low quality pottery, and if you have the national wonder, high quality pottery; perhaps the high quality gives an extra happiness. If happiness is constrained enough, especially if we reduce the bonuses we are currently getting from policies, the demand will be there. There might even be a third tier available from a world wonder that only one civ can produce, like legendary quality weapons or whatever.
Hmm.... thinking further, could we integrate policies with product in some way also? Consider this, what raw materials would it take to produce a mongolian horse archer? I'll tell you right now its not just horses and people..... its the combination of society (policies), culture, technology, and raw materials. And if you compared other societies producing horse archers, their quality just wasn't anywhere close. So specialization has to happen in all three directions to get higher tier "things" be it units, products, whatever. So to produce a legendary horse archer, you might have a policy branch that caters to the "plains", technology that unlocks the unit, the raw materials (horses), and a world wonder. All of this is just an example of course.
Does this have any merit?
excellent work in the modern era, lots of new units, i look forward to seeing the new animations for them when you have time. Submersible aircraft carrier? How does that work? don't the planes get wet?
The markets and monopolies are great but by late game the effects are too strong, I had 1000 happiness by the end with over 40 cities. I didnt even bother building every happiness building i could. This meant with the cultural multipliers i adopted a new policy every 3 turns on a standard speed game.
Ya in mid industrial era with 23 cities i had 273 happiness, but i will say in the beginning, it is a very serious challenge.. maybe move some earlier and eliminate some +1 in every city type.
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!That's great news! I agree with your approach on specialist, the AI seems not be able to use them properly. Just to clarify: CTP always had early specialist but you removed them with the gradual research mod. do your remarks relate to CTP with that mod or without it?
When will your update be available for download - or is it already available??
Looking forward to your other changes, especially the CS overhaul!!!



I can't figure out how to send a private message for the life of me. Anyways chrome, while I know it isn't much, I would really enjoy helping with the academia side of things. Mainly religions and ideologies, but also government (anything to do with policies I'll be happy to help out on). Chances are you probably have already implemented those things, but if not, I'd love to help out (I can't actually try the mod out because the mod system is not working properly for Civ 5 atm).
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I think there is a post minimum that must be reached before PM is available. So until then our work will be public.
The policies are definitely frustrating. My main issue is trying to get them to be unique while maintaining balance. Unfortunately, given the modding tools available there is not much that can be done where creativity is involved.
It will be great to get a historical context to work with. However, I think that gameplay should have priority over realism. The optimal solution would be a mixture of both.
That being said, the religions and their ideologies have not been seriously looked at yet. The D.U.C.K.S. mod that I have been advocating has been cancelled, so unless another modder picks up where lemmy and Captain Blinky left off, religion will have to be created from scratch. This presents a grand opportunity for this community to shape this aspect in the way that adds the most to gameplay experience.
So, to conclude the lengthy response, I am honored that you are going to be working on the policies. The religion implimentation will have to wait until other, more basic, pieces are complete, but that is no reason why we cannot brainstorm now. Welcome aboard
BTW, is your problem with the mod system in-game or getting the mod itself?
I think a layout would be great. It seems like you know your way around religion so by all means go for it. I'm looking forward to what you design
Oh ok. So you want to introduce a new yield that can be saved up for greater benefits later or that can be used now for lesser bonuses. Will the religions be mutually exclusive or can you have more than one?
I believe adding in piety points will require the DLL and someone with way more modding experience than me. This could be advantagious, as by then we can really create some great bonuses. As such, how about we hold off on actually setting bonuses for the religions and instead work on getting the layout set up.
Tangent
/TangentSpoiler :Now here's an idea that may or may not have merit: time-dependent bonuses. To illustrate, lets say that a civ that adopts Christianity in the Medieval Era gains access to Knight's Templar, while an Islamic civ gains access to whatever special unit/building (or a special promotion) they had during the Crusades. These bonuses will be in addition to whatever the normal bonuses for the religion are, so if you adopt one of these religions before or after the Medieval Era you are not punished by it.
For lay-out, since you mentioned it won't be on a tree system, what kind of structure do you have in mind? I can see a sort of circular system working out where any policy (for lack of a better word) can be elected at anytime, although they would have varrying piety cost. This way, players can see exactly how much of the religion they have "completed." After electing all of the possible policies, a finisher of sorts can be put in effect.
Does this work for you, or am I completely off-base?
Thought I might put in my 2 pennies worth in and start with a nice contentious topic as my first ever post.
The problem with this solution as I see it, is that you could swap religions (providing you have enough Piety points) whenever you want. In reality, its the population which almost dictate the religion. With no followers of a religion there isnt any point in selecting a state religion. I liked the idea of CIV4s % of a population way of doing things. If there was a way of adopting both the % approach in CIV4 and Jkapp4heels ideas and then introduce a way of influencing\pushing the populace towards a certain religion (which could take time), we could have the makings of something really good here. Piety points for example could be used to influence your country towards a certain religious path and would unlock certain religions (and close others as you move around that circle\rectangle as Jkapp4heels suggested) but Piety points could be applied in opposite directions by certain wonders for example which would mean youd have to think more carefully about the direction you are going in religiously versus your Wonder choices. In other words youd have flavours of Piety points. Units who kill another unit could add Christian Piety points to the opposition (Crusades).
Additional idea - If there was a strong mixed culture where you have influences based on percentage of a religion. A country which has a 51% majority in one religion and 49% minority in another could potentially earn some of the benefits from the minority religion (nothing like the advantages you would get from your state religion. I know this sounds like CIV 4 but what I didnt like about CIV4 was the ability to build any religious building and obtain its benefits as long as that religion was present. The influence a religion could have over a community could dilute the other religions benefits too, so you could get a nice blend or a completely useless one where one could almost cancel the other one out or worse. (eg Christianity gaining more influence in an Islamic state could cause unhappiness even anarchy and would force you to change even if you didnt want to)
This all needs a lot more thought but I thought I might throw these ideas out there.
PS Chrome-rome thanks for picking up from D this Mod is outstanding.
!! BTW, it appears that a lot of first time posters come to this thread. We are happy to have you.